U.S. ADCN-26 Yosemite class Ammunition / Stores Vessels:

By the later half of the Twenty First Century, all new vessels being constructed by the United States Navy used
nuclear power and all older vessels that the Navy planned to retain for any length of time were being converted to
use fusion reactors as well.

Due to this, there was no longer any need for supply vessels which provided fuel. Even most aircraft used
fusion based systems. However, the Navy still needed vessels to carry ammunition and various other supplies,
including food, to support combat units.

It was decided that a whole new class of vessel would be built instead of trying to convert an older class. The
designation of this new class was ADCN for Auxiliary, Dry Cargo, Nuclear.

One of the requirements for the new vessels was that the ships had a top speed in excess of thirty knots so that
they could keep up with most battle groups. A second requirement was that the vessels would have the ability to
carry more stores than previous classes. The third feature of the vessel is that it would integrate as many stealth
features as possible.

Various other features were important as well including the fact the vessel would have weapons for self defense
but they were less important than the main features. Unlike previous Navy dry stores vessels, it was expected that
these ships may get caught in combat zones and these ships were designed around that concept.

Twenty of these vessels were produced before the coming of the Rifts. Several are known to have been
destroyed when the Rifts came. Some of these were in ports known to have been destroyed while others are with
battle groups that simply disappeared. Many of the other vessels were scattered in out of the way locations and very
likely might have survived. Just before the coming of the Rifts, there were plans to build eight more supply ships of
similar construction although they would have been about 50 feet longer to incorporate a Mk 59 vertical launch
system in the bow.

The Yosemite class is really just huge cargo vessels with special replenishment systems to enable them to
resupply other vessels while at sea. The ship has the ability to carry 10,000 tons of ammunition along with 15,000
tons of other non-refrigerated cargo and 2,500 tons of refrigerated cargo. Even non-refrigerated cargo compartments
are climate controlled. This is to prevent stores from spoiling or ammunition from degrading.

These ships can handle all types of ordnance up to cruise missile sized but cannot reload anything larger than a
medium range missile into vertical launch missile systems of ships while underway. The United States Navy, and
most navies for that matter, have always had problems loading the launchers while underway. The ship does have a
heavy crane which allows the vessel to load missile cells while in port although both vessels must be tied up
together. All long range missiles and cruise missiles can only be loaded into vertical launch missile systems while
the vessels are tied together either at anchor or alongside a pier.

Like the vessels they were designed to support, the Yosemite class use fusion reactors for main power. These
engines produced incredible amounts of power and allowed the vessels to reach a top speed of 32 knots at full
power. While not quite as fast as the latest generation of naval vessels, they were considered extremely fast for
support auxiliaries. The ships were designed with variable pitch propellers for greater maneuverability and so that
the vessels can change speed faster than would otherwise be possible. In addition they were fitted with maneuvering
thrusters.

The hull and superstructure were constructed from high strength alloys, composites, and ceramics but were
constructed for the most part to civilian standards to reduce costs. Even so, any vessels that survived the coming of
the Rifts may still be intact if sealed. The superstructure and hull were designed to reduce the vessel’s radar cross
signature although it was far less effective than that of most combat vessels at the same time. The cargo carrying
equipment is designed from radar invisible materials although they are still one of the main items that increases the
vessel’s radar cross signature.

The ship was designed originally with four Mk 49 RAM (Rolling Airframe Missile) launchers but these were
replaced by four Mk 44 “Sea Sabre” combination rail gun and short range missile launchers during construction.
This gives the vessel the ability to protect itself from missiles leaking through the defenses of escort vessels. There
was some consideration of mounting a system to launch medium range missiles but this was discarded due to cost
and that it would cut into the ship’s cargo carrying capabilities. The ship does carry a reasonably capable air search
radar system using a single rotating active phased array radar system. This same system is carried on the Cape
Lobos class amphibious vessel and the Hazard class coast guard cutter. The system is similar to Sampson systems
carried on several British vessels. The ship carries towed decoys to protect against torpedoes as well as having
chaff and decoy launchers to attempt to deceive missiles.

Due to the fact that these ships are expected to get caught in combat areas and that the ships are armed, the
vessels of the class were crewed by naval personnel instead of civilian merchant mariners. Also due to the fact that
the ships might be called on to carry nuclear weapons, there was space set aside for carrying a compliment of
marines. The policy of surface vessels not carrying nuclear warheads had been rescinded and the vessels had to
equipped for the possibility. In addition, the vessel is designed with a hanger for a cargo aircraft. These are used to
carry cargo to vessels the ship is supporting. Usually two Kingfisher VTOL aircraft are carried although originally
nuclear converted Osprey VSTOL were embarked.

Author Note: With respect to time line, these designs may or may not reflect our modern time line. The time line of
these writeups diverged from our time line starting around 1999. Consider the universe that these designs are
created for to be an alternate universe not bound by ours.

[1] If the flight deck is destroyed, no aircraft can be launched or land.

[2] If bridge / superstructure is destroyed, the ship can still be piloted from engineering but with a -15% to piloting
rolls. Communication and sensor equipment are not concentrated on the bridge to reduce the effectiveness of bridge
hits.

[3] Destroying the SPX-1A rotating phased array radar panel will destroy the ship’s main fire control systems but the vessel
has backup systems with a shorter range (Equal to robot vehicle sensors)

[4] These are small and difficult targets to strike, requiring the attacker to make a “called shot,” but even then the
attacker is -4 to strike.

[5] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. There are enough
life preservers and inflatable life boats to accommodate everyone on the ship.

Speed:

Surface: 36.8 mph (32 knots/ 59.3 kph).

Range: Effectively unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship
normally carries years of supplies on board (Most of cargo is for the resupply of other vessels but can be used by
the crew in an emergency.)

In addition, each enlisted crew member has a small locker for personal items and uniforms. Ship’s officers have
more space for personal items.

Power System: Four nuclear fusion reactors, average life span is 20 years. Usually only goes 10 years between refueling.

Black Market Cost: Not for sale but costs around 350 million credits to construct. If found and sold on the black
market would probably cost 1 to 2 billion credits. Cost does not include embarked craft and power armors.

WEAPON SYSTEMS:

Four (4) Mk 44 “Sea Sabre” Combination Anti-Missile Defense Systems: One is mounted on the front of
the superstructure, a second is mounted on the rear of the superstructure, and there are two mounted to either
side of the superstructure. This anti-missile defense system combines both a rapid fire rail gun and a short range
missile launcher. While mounted in one system, both defense systems have separate tracking and fire control
systems. The short range missile launchers can target up four targets and can fire a volley up to twice per melee.
Quite powerful, the rail gun is capable of destroying any missile or inflicting serious damage on aircraft. The
rail gun can fire on automatic at up to six targets per melee (Has +3 to strike missiles and +2 to strike aircraft).
In its design, the rail gun is very similar to those carried on the Sea King cruiser and it is likely that the Sea
King’s rail guns came from a prototype of this system. The system also can be used against other ships and
ground targets. The system has a 360 degree rotation and can elevate up to 90 degrees to fire at targets directly
overhead.

Mega-Damage:Rail Guns: 3D4x10 M.D. per burst of 40 rounds (Can only fire bursts). Short Range Missiles:
As per short range missile type (See revised
bomb and missile tables for details.)

Rate of Fire:Rail Guns: Six (6) attacks per melee round. Short Range Missiles: Two (2) attacks per melee
round, can fire short range missiles one at a time or in volleys of two (2) or four (4) short range missiles.

Four (4) Chaff / Decoy Launchers: Located on the sides of the hull of the ship, they are designed to confuse
incoming missiles. All four launchers must be operated or effects will be reduced. Rifts Earth decoys systems
are assumed to not be effective against Phase World / Three Galaxies missiles due to technological differences.
Reduce effects by 20% against smart missiles (Add +20% to rolls for smart missiles) and reduce effects of
launchers by 10% per launcher not used (Add +10% to rolls per launcher not used.) Only useful against
missiles, not useful against torpedoes underwater.

Payload: Twenty-four (24) each for a total of ninety-six (96) canisters.

Four (4) SLQ-52B Naiad Advanced Towed Torpedo Decoys: The vessel carries four advanced towed decoy drones. They are each a
small automated vehicle that creates a false sonar image designed to mimic the vessels. The decoy is dragged
behind the vessel using a cable. If decoys are not destroyed, they can be recovered and repaired. Rifts Earth
decoys systems are assumed to not be effective against Phase World / Three Galaxies guidance and targeting
systems due to technological differences.

M.D.C.: 20 each.

Range:Not Applicable although decoy is deployed approximately 1,000 feet (304.8 meters) from the vessel.

Effects: The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes,
the decoy has a 50% chance of fooling military level sonars (like those of the Coalition) and non “smart”
torpedoes, and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy
and Triax) and “smart” torpedoes.

Rate of Fire: One can be deployed at a time and requires two (2) minutes to deploy (reel out) another decoy.

Payload: Four (4) towed decoys.

Special Systems:

The ship has all systems standard on a robot vehicle plus the following special features:

SPX-1A Active Phased Array Radar System: Unlike systems carried by most larger naval vessels, the radar
system is comprised of a single rotating array on top of the main mast. This active phase array system is
smaller, lighter, and requires less power than a system of fixed panels. In addition, system can simultaneously track and
identify up to 576 targets. The system controls missiles launched from the missile launchers and the system can
track and guide each individual missile to an individual target for up to 144 targets. If a target is eliminated,
missiles are automatically guided to a new target. The system can also control missiles launched from other
linked vessels as well and can also act as fire control for gun mounts. Active phased array radar systems are harder to detect and jam due to being able to rapidly jump across frequencies. Range: 400 miles (347.6 nautical miles /
644 km), subject to the radar horizon. Bonuses: The system gives +10% to Read Sensory Instrument skill rolls,
+2 on initiative, and +1 to strike.

Radar Defeating Profile & Radar Absorbing Materials: The ship’s superstructure and hull are designed so that
the radar profile of the ship is reduced and the ship is covered with radar absorbing materials. Because of this,
attempts to detect the ship using radar are made with a -10% penalty to any Read Sensory Instrument skill rolls when attempting to
detect this ship and vessel will appear to be smaller on radar than it would otherwise. Go to
General Detection Penalties / Bonuses
for more information on penalties and bonuses to use with stealth.

SLY-6 Advanced Integrated Electronic Warfare Suite: Combination of
radar / radio detection system (ESM) and an active jamming (ECM) system. The system can detect another
radar system at around 125% of the range of the transmitting radar and is usually subject to radar horizon.
This includes the ability to detect radar guided weapons. Can be used for limited targeting. In jamming mode,
causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some
missiles will home in on jamming signals. Some missiles also have AESA type radars themselves and/or have
backup infra-red sensors. Jamming also causes a -4 penalty to all radar guided weapons. Can be used to jam a
wide area or for focused jamming against several targets.